thank you :). can't remember exactly but probably a couple of weekends!
MinorLegato
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Thank you for playing and the feedback :D!
At the moment sadly the game does not have a final end flag/state, we do have one in mind that we are going to implement after the jam/voting is done. Also with some UI additions so you know how many upgrades are left and stuff like that.
With the inaccessible areas, there were some planned upgrades/bosses we had to leave out at the moment, so they can't be reached yet (i think)! but hopefully soon :D
Haha, awesome :D!
Yeah, I forgot to add a way to contact me, it's MinorLegato#1011 on discord : ).
The chunks were more of a design choice to separate the biomes/background images. In the beginning, I also thought about deactivating stuff outside of the current chunks, but as you said it was not necessary for any performance reasons. there is around 800-900 active entities in the beginning and my 6-year-old dying laptop was running it alright, I might change that system in the future though. But I do cull everything outside the view of the camera before rendering.
For the minimap, I marked the tiles that have been in the line of sight of the player with a flag, and then only rendered those tiles in the minimap. but you could keep track of that in a completely different structure if you wanted to. the line of sight algorithm I used is just a line trace between the player and close-by tiles and detecting if I intersect anything.
Feel free to tell me to elaborate on anything, on here or discord! :D
Thank you very much, that means a lot :D! I do agree with all your points. Most of the jumping things you can do were accidental, but I got so used to it during testing I could not bring myself to prevent it, It does need a lot of tweaking together with the map though.
With the programming stuff, feel free to ask me anything, and I will do my best to answer. : )